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Reviewed some MSVC warnings
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@@ -719,7 +719,7 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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float baseAngle = (2.0*PI)/sides;
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float baseAngle = (2.0f*PI)/sides;
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rlBegin(RL_TRIANGLES);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -812,7 +812,7 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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float baseAngle = (2.0*PI)/sides;
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float baseAngle = (2.0f*PI)/sides;
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rlBegin(RL_LINES);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -3785,7 +3785,7 @@ static Model LoadOBJ(const char *fileName)
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// iff no materials are present use all faces on one mesh
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// iff no materials are present use all faces on one mesh
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if (materialCount > 0)
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if (materialCount > 0)
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{
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{
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for (int fi = 0; fi< attrib.num_faces; fi++)
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for (unsigned int fi = 0; fi < attrib.num_faces; fi++)
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{
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{
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//tinyobj_vertex_index_t face = attrib.faces[fi];
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//tinyobj_vertex_index_t face = attrib.faces[fi];
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int idx = attrib.material_ids[fi];
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int idx = attrib.material_ids[fi];
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